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CTF-Stratus Released [PC][V1.2]

The level is a combination of many things which I find fun in a CTF Level. I feel that I have met that Goal.
See this Thread for an overview of what I set out to create and also follow the making of this map from the beginning.

I know many of you have been waiting some time for this, I was initially working casually on this one unlike my other two levels, this plus allot of layout testing I did added to the time. I hope the wait was worth it.

Thanks Everyone. Details Below:

Name:
Stratus = The lowest clouds, generally found below 3000 metres altitude and often appearing as an overcast deck. Can also be found as scattered patches. Individual cloud elements have very ill-defined edges.

Stratus is comes from the Latin word for "layer."
Stratus was also derived from the word stratosphere as the level takes place high above the planet (not as high as you may think though )

Description:
Welcome to planet Stratus a once uninhabitable hot rock. This facility and many other have been reducing the hostile atmosphere of the planet, generating seas and breathable air. However not all stations are functional causing a dramatic increase in the planets temperatures. This processing station is now used in the tournament as it has not been fully operating for years, with flooding on the lower levels of this stratus facility, once you reach the top, there is only one way down.

Features/Design:
The map was designed with the hope of creating a visually “new” theme with the existing epic made meshes from the LT and HU Package this was a very difficult combination to work with.
The level has almost 3 vertical levels which add some unique Z axis fun in comparison to current CTF levels.
This map has powerups that are on a timer which spawns when the team’s flag has been in the base stand 60 seconds. This adds a new dynamic to the way the map is played and opens up new ways the player would normally play the map.
The player can now time the capture, choosing weather or not to risk taking these powerups at the cost of possibly making the flag run harder for the flag carrier.

Elevators also indicate the floor level.

Credits:
Me for the original design, There are some new Monitor textures(alpha's) and edited Materials.
Epic for their meshes and Materials.
Thanks to Firefly and Sjosz for pickup placement advice, Firefly again for finding a collision bug. Stevelois for helping me stay positive and for his suggestions and lengthy feedback, and everyone else who gave me some support thought the levels development, I hope you enjoyed your beta.
I still have to say a big thanks to DG Unreal for what you taught me while working on Dreary.

Code:

A Level for UT3
-----------------------------------------------------
General Info
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Title: CTF-Stratus
Filename: CTF-Stratus_1_2.zip
Author: Bryan Sparksman
Email Address: sparky_1309 at Hotmail
Release Date: 11/5/2009
Version: 1.2
-----------------------------------------------------
Credits:
-----------------------------------------------------
Me for the original design, There are some new Monitor textures (alpha's) and edited Materials, Epic for their meshes and Materials.
Thanks to Firefly and Sjosz for pickup placement advice, Firefly again for finding a collision bug. Stevelois for helping me stay positive and for his suggestions and lengthy feedback, and everyone else who gave me some support thought the levels development, I hope you enjoyed your beta.
I still have to say a big thanks to DG Unreal for what you taught me while working on Dreary.
-----------------------------------------------------
Other Levels from Author:
-----------------------------------------------------
CTF-Safeguard3
CTF-Dreary3
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Author's Notes
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I designed this level with the aim of producing a unique look consistent with the look and feel of retail UT3 levels using retail meshes.
I also wanted to create a CTF level with a Unique Z axis feel. I wanted to bring the level alive with allot of moving parts and sounds.
This map, as with my previous levels had each room created in a separate UT3 file and was all pieced together once final. The map has over 18300 assets.
Map Features:
This map has powerups that are on a timer which spawns when the teams flag has been in the base for a fixed length of time, rewording the team who defends well, each base is equal.
This adds a new dynamic to the way the player would normally play the map. The player can now time the capture, choosing weather or not to risk taking these powerups at the cost of possibly making the flag run harder for the flag carrier.
UTUnlimited Explains this Feature Further at this link: http://utunlimited.beyondunreal.com/?page_id=4501#awp::?page_id=4501
Elevators in the map indicate the floor level.
Custom Sun Flare with Refractions.
Changes In version 1.1:
-Reduced Underwater PPU DOF
-Increased Fog Distance
Changes In version 1.2:
-Fixed Missaligned Light Cones
-Fixed Team Monitor being Inverted
-Fixed collision in several areas
-Fixed visible Lightmap seams on some meshes
-Reduced Lightmap resolution on some meshes
-Adjusted BSP outside & besides the sniper room to improve lightmaps.
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Installation
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Unzip CTF-Stratus_1_2.zip
Move all files into C:\Documents and Settings\YOURNAME\My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps
If the directory does not exist, create it manually.
-----------------------------------------------------
Copyright / Permissions
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This level is copyright 2008, by Bryan Sparksman.
Authors MAY NOT use this level as a base to build additional levels without explicit permission from the original author.
ANY bug fixes, fixes, changes, and tweaks may only be implemented by the author. No other person or party is allowed to release a modified version of this map without the author's permission. Please Email me regarding any changes you require.
You MAY NOT charge any money for this map or any of its embedded content.
You MAY distribute this level through any electronic media (internet (web/ftp), FIDO, local BBS, Magazine cover disk etc.), provided you include this file.
All other trademarks and trade names are properties of their respective owners.
-----------------------------------------------------

*Pictures are all taken from Beta with UT3 Post processing setting set to Intense.

Edit: Just played the map. Holy crap. That map has a hell lot of small details, you see i spent like 5 minutes just running around taking a look at everything... Loved that moving arrow signs. I was still looking one of them then they suddently started moving around lol My only complain is for level as a whole, imo it's too bright but it's awesome regardless

My only gripe with this one is that I recognized some meshings and areas from Safeguard. But let's put that under "not-enough-different-assets".

haha you could say that, mappers also have a "style too" and I liked the curved window idea that I had in the sniper room of safeguard and I wanted to do a better job of that, so I tried it again, improving upon it.

How do I do my meshing? hehe good attention to detail my friend that's it. Time and effort mixed with love.

Iv been thinking about recording a video about meshing for the community, talking about how I do it and showing the way I do it. I thought it would also be fun to put a name to my face haha.

Reading the Sjosz comments on BU, he point out some stuff I mention in private. I'm not the only one lol I post only to suggest you to update your title thread. I didn't know there was a new version until I open up the thread to reads the comments.

Reading the Sjosz comments on BU, he point out some stuff I mention in private. I'm not the only one lol I post only to suggest you to update your title thread. I didn't know there was a new version until I open up the thread to reads the comments.

While I am not a CTF player, I have seen this map mentioned in other threads. So I played it in Greed mode, which works well.

Over all, the map is very nice. While not "Epic" quality is pretty darn close. The meshing and and all that was very solid and like the dynamic nature of the map (still don't know where to find the power-ups).

The only 2 things that could have possibly been better is the lighting (as other stated, it seems a bit too bright), although it doesn't hurt my eyes. And possibly another route across the middle of the map?

Take these suggestions with a grain of salt as the map is of top quality from the community and much better than what I can do.

About that tutorial on meshing, that would be great. I keep a list of tutorials and having that would appreciated, both for myself and the community.

I'm seeing a not so nice boxy yellow effect around the sun in v1.1 that I swear wasn't there in 1.0, i wish I hadn't so hastily deleted 1.0 so I could check.

I will look into this - I only changed the numbers in my Post Process and Height fog, so I did not need to do a map build. It shouldnt have changed anything else. Im thinking its your graphics drivers, Im not getting this problem at all, and I suspect no one else is eather. SO it does seem a bit odd.

@ Alopex no one else seems to be having this problem, Version 1.1 did not require a rebuild as I only changed some actor numbers, please reply to my pm and Ill see what it might be.
EDIT: problem = (driver Issues)

I'm really sorry everyone, I found some bugs and I don't want to submit into the MSU with these bugs so, there's going to be one last version. Im really sorry about the 3 versions in one week. Its been a bit of a rush with the MSU so close

Changes In version 1.2:
-Fixed Missaligned Light Cones
-Fixed Team Monitor being Inverted
-Fixed collision allowing player to look through meshes by MegaHealth and Lower room Suports.

Ill be uploading tomorow you will know when the download link says V1.2

I did a private beta for this map (like the CBP team do) previous maps were a public beta. I didn't release without having testers test it. These Issues are very small but I want to upload my best into the MSU